Difference between revisions of "Travel Domain (5A)"

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(→‎Subclass Features: Universal Path)
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=== Bonus Proficiency ===
 
=== Bonus Proficiency ===
Also at 1st level, you gain proficiency in one of Animal Handling, Nature, or Survival.
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Also at 1st level, you gain proficiency in one of Animal Handling, Nature, Perception, or Survival.
  
=== Channel Divinity: Find the Path ===
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=== Channel Divinity: Today's Travels ===
Starting at 2nd level, you can use your Channel Divinity to remove difficult terrain in your path.
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Starting at 2nd level, you can use your Channel Divinity to predict dangers on the road.
  
:You can cast [http://dnd5e.wikidot.com/spell:find-the-path Find the Path]. This version on the spell can only find locations that are outdoors or has a direct connection to the outdoors, such as a particular house or settlement. It does not work indoors, tough it can find a particular location in the Underdark. The path chosen will follow the fastest route to the location, generally along roads or paths.
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:You meditate on a route you intend to travel for 10 minutes. You must have a route to follow or have traveled this way before. The prediction can be no more than 10 hours in the future. You gain a brief vision of the first encounter you will have along this route, including the kind of creature and place. This gives you advantage on Wisdom (Perception) check to spot this encounter as you approach the place. If you change route or circumstances change, the effect is negated. ''DM tip: this generally means you briefly describe the first random or placed travel encounter.
  
=== Channel Divinity: Today's Travels ===
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=== Channel Divinity: Find the Path ===
Starting at 6th level, you can use your Channel Divinity to predict dangers on the road.
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Starting at 6th level, you can use your Channel Divinity to gain directions.
  
:As a 1 minute ritual, you meditate on a route you intend to travel. You must have a route to follow or have traveled this way before. The prediction can be no more than 10 hours in the future. You gain a brief vision of the first encounter you will have along this route, including likely events and the kind of creature and place. This gives you advantage on Wisdom (Perception) check to spot this encounter as you approach the place. If you take a different route or circumstances change, the effect is negated. ''DM tip: this generally means you reveal the first random or placed travel encounter.
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:You can cast [http://dnd5e.wikidot.com/spell:find-the-path Find the Path]. This version on the spell can only find locations that are outdoors or that has a direct connection to the outdoors, such as a particular house or settlement. It does not work indoors, tough it can find a location in the Underdark. The path chosen will follow the fastest route to the location, generally along established roads or paths.
  
 
=== Blessed Strikes ===
 
=== Blessed Strikes ===
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=== Planar Paths ===
 
=== Planar Paths ===
At 17th level, you can walk through and into other planes. In 2d6 days of travel, you can travel to any place on any plane you know of. You never appear to teleport, instead you walk through settings that get more and more similar to the target location as you progress on your path, including the chance of appropriate random encounters.
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=== Channel Divinity: Universal Path ===
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Starting at 17th level, you can use your Channel Divinity to travel to any location.
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:You can walk to any location in a single day of travel (1-8 hours depending on the situation and the GMs whim), even to other planes, floating islands. or other locations it would be physically impossible for you to get to overland. This must be a geographic location in the outdoors, not a place that moves or a specific part of a larger construction. You never appear to teleport, instead you walk through settings that get more and more similar to the target location as you progress on your path, including the chance of appropriate random encounters. If you deviate from the route, you end up in an intermediary location of the DM's choosing.
  
 
== Designer's Notes ==
 
== Designer's Notes ==

Revision as of 00:04, 14 May 2022

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This is an original Cleric domain for 5A.

Roads and travel is fundamental to life, but dangers on the road are ever-present. The gods of travel protect and guide, keeping this vital lifeline going.

Subclass Features

Domain Spells

Nature Spells
Cleric Level Spells
1 Alarm, Longstrider
3 Animal Messenger, Pass Without Trace
5 Sending, Tongues
7 Aura of Purity, Freedom of Movement
9 Seeming, Teleportation Circle

Safe Travels

At 1st level, you learn the Create Bonfire, Mending and Mold Earth cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known. If you already know one or more of these cantrips, you learn a cleric cantrip of your choice for each of them you already knew.

Safe Retreat

At 1st level, when an enemy moves within 5 feet of you, you can take a reaction to move half your speed. This movement does not trigger attacks of opportunity.

Bonus Proficiency

Also at 1st level, you gain proficiency in one of Animal Handling, Nature, Perception, or Survival.

Channel Divinity: Today's Travels

Starting at 2nd level, you can use your Channel Divinity to predict dangers on the road.

You meditate on a route you intend to travel for 10 minutes. You must have a route to follow or have traveled this way before. The prediction can be no more than 10 hours in the future. You gain a brief vision of the first encounter you will have along this route, including the kind of creature and place. This gives you advantage on Wisdom (Perception) check to spot this encounter as you approach the place. If you change route or circumstances change, the effect is negated. DM tip: this generally means you briefly describe the first random or placed travel encounter.

Channel Divinity: Find the Path

Starting at 6th level, you can use your Channel Divinity to gain directions.

You can cast Find the Path. This version on the spell can only find locations that are outdoors or that has a direct connection to the outdoors, such as a particular house or settlement. It does not work indoors, tough it can find a location in the Underdark. The path chosen will follow the fastest route to the location, generally along established roads or paths.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Planar Paths

Channel Divinity: Universal Path

Starting at 17th level, you can use your Channel Divinity to travel to any location.

You can walk to any location in a single day of travel (1-8 hours depending on the situation and the GMs whim), even to other planes, floating islands. or other locations it would be physically impossible for you to get to overland. This must be a geographic location in the outdoors, not a place that moves or a specific part of a larger construction. You never appear to teleport, instead you walk through settings that get more and more similar to the target location as you progress on your path, including the chance of appropriate random encounters. If you deviate from the route, you end up in an intermediary location of the DM's choosing.

Designer's Notes